Not sure if trolling or just got hit so hard as a tank that they don't know if they've been getting hit harder....
Not sure if trolling or just got hit so hard as a tank that they don't know if they've been getting hit harder....
That's why we have Extreme mode primals, Deltaverse, soon Deltaverse (savage) and trials like RM.
Dungeons can stay as the accessible content for people who don't want a huge challenge.
And, as I said, there are healers who are not able to keep up with damage or struggle to do so in the dungeons already, so increasing trash mob damage won't help anyway.
You are stuck in an old mindset. If you give players a choice between getting loot easy, quick, or hard and challenging, the vast majority will go for easy, every time. MMOs just cater to that, because catering to the other small part of the community doesnt work. Its been tried (Wildstar), it always fails with new generation players. I loved my 6 years of EQ1, chasing world-firsts and whatnot with LoS, but in the end, i wouldnt play it today anymore. I mourn the lack of challenge, but I wouldnt really use it as much as I use content thats just faceroll. Yes i might be happier, but its enough to keep me paying a sub as long as no other game does it better.Counter productive though. because there's no feeling of power in killing a bunch of trash that doesn't pose a threat... it's about as powerfull as squashing a spider with your boot...
kinda why dungeons are always so boring because theres no satidfaction from killing anything in them..
I think that depends on how valuable that loot feels.You are stuck in an old mindset. If you give players a choice between getting loot easy, quick, or hard and challenging, the vast majority will go for easy, every time. MMOs just cater to that, because catering to the other small part of the community doesnt work. Its been tried (Wildstar), it always fails with new generation players. I loved my 6 years of EQ1, chasing world-firsts and whatnot with LoS, but in the end, i wouldnt play it today anymore. I mourn the lack of challenge, but I wouldnt really use it as much as I use content thats just faceroll. Yes i might be happier, but its enough to keep me paying a sub as long as no other game does it better.
Quick and easy loot always feels incredibly cheap.
Short term loot that will be barely last a month also feels incredibly cheap.
And players simply won't invest any real effort for cheap loot
Over the HW cycle for example one of the biggest reasons people did not even attempt to try savage level fights was bexause the loot and rewards were just cheap garbage that wouldn't even last the next patch.
The Gordian gear was 210. But the next patch bought crafted 220.
The Midas gear was 240 but the next patch bought crafted 250....
The rewards then held no value whatsoever and thus players just didn't bother trying. why invest that time and effort when crafted junk will blow it away next patch. It's the same in almost all vertical knows and why raiding populations are So much smaller than they ever were in horizontals
Also in the various forum discussions that have popped up over the years you see a lot of players say things like "If gear actually lasted longer than a single patch they would take on the harder contents to get it." It's the same thing thing players have said about materia. If the gear lasted longer players would be more willing to invest in medling it. but the fact it's all cheap junk it's just not worth it.
Kinda drifting away from the topic here. But in short IF the rewards actually held more value. Then many players would be more willing to step up the difficulty a bit to obtain them. which in turn could help player retention because the game would feel more rewarding and satisfying than it does when everything is cheap junk..
I never played wildstar but read a few articles and reddit thinkgs about it over the course of time.
many of which say this is where it went wrong. it ramped up the difficulty but kept the cheap trash feel to rewards. thus no incentive for players to get them. and that's what drove them away. the game just wasn't satisfying or rewarding to play.
Last edited by Dzian; 07-05-2017 at 07:18 PM.
Why do we want to take out differing play styles? Sure people argue about it, but at least they are still playing because they can play how they want. Taking out play styles would just cause backlash and more peoppe unsubbing.
"I want to play Diablo Final Fantasy edition" is a playstyle too.
I liked that too. That wouldn't really work here because FFXIV, like most modern MMOs, strips the utility aspect of classes down to almost nothing.Years ago when Burning Crusade (World of Warcraft) was released, one of the things that made the expansion so FUN for me was the fact that groups NEEDED to use crowd-control abilities. If you didn't, you'd get smashed. You had to be tactical. And THAT was incredibly fun.
I miss Wildstar sometimes. Even in the basic, leveling dungeons the, "hurrygogogopulltheentiredungeonzergzerg" mentality would get you killed very quickly.
Last edited by Drakkaelus; 07-05-2017 at 11:43 AM.
tanks are dying to trash mobs in bardem mettle onward all ready, the final boss fight in the castrum had a tank buster that does 50% damage, while ivan does a hard hit that hit 90% hp on a dps.
i've ran into healers not adjusting to changes and blaming tanks for it.
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